Python pygame 模块,MOUSEBUTTONUP 实例源码

我们从Python开源项目中,提取了以下50个代码示例,用于说明如何使用pygame.MOUSEBUTTONUP

项目:PyCut    作者:FOSSRIT    | 项目源码 | 文件源码
def ProcessInput(self, events, pressed_keys):
        for event in events:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                # Move to the next scene when the user pressed Enter
                pass

            if event.type == pygame.MOUSEBUTTONDOWN:
                self.start_button.isClicked(event)
                self.help_button.isClicked(event)
                self.difficulty_button.isClicked(event)

            if event.type == pygame.MOUSEBUTTONUP:
                self.start_button.isClicked(event)
                self.help_button.isClicked(event)
                self.difficulty_button.isClicked(event)

            if event.type == pygame.MOUSEMOTION:
                self.start_button.isHovered(event)
                self.help_button.isHovered(event)
                self.difficulty_button.isHovered(event)
项目:PyCut    作者:FOSSRIT    | 项目源码 | 文件源码
def ProcessInput(self, events, pressed_keys):
        for event in events:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                # Move to the next scene when the user pressed Enter
                pass

            if event.type == pygame.MOUSEBUTTONDOWN:
                for button in self.buttons:
                    button.isClicked(event)

            if event.type == pygame.MOUSEBUTTONUP:
                for button in self.buttons:
                    button.isClicked(event)

            if event.type == pygame.MOUSEMOTION:
                for button in self.buttons:
                    button.isHovered(event)
项目:PyCut    作者:FOSSRIT    | 项目源码 | 文件源码
def ProcessInput(self, events, pressed_keys):
        """
        Process Input from user
        Inherited from SceneBase
                Args:   self
                        events - list of pygame events
                        pressed_keys
        """

        for event in events:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                # Move to the next scene when the user pressed Enter
                pass

            if event.type == pygame.MOUSEBUTTONDOWN:
                self.easy_button.isClicked(event)
                self.adv_button.isClicked(event)

            if event.type == pygame.MOUSEBUTTONUP:
                self.easy_button.isClicked(event)
                self.adv_button.isClicked(event)

            if event.type == pygame.MOUSEMOTION:
                self.easy_button.isHovered(event)
                self.adv_button.isHovered(event)
项目:PyCut    作者:FOSSRIT    | 项目源码 | 文件源码
def isClicked(self, event):
        if self.inRange(event.pos[0], event.pos[1]):
            if event.type == pygame.MOUSEBUTTONDOWN:
                self.initiated = True
            if self.initiated and (event.type == pygame.MOUSEBUTTONUP):
                self.engaged = True
        else: #when click or release is detected outside of range make sure this is still not initiated
            self.initiated = False

        if self.engaged:
            if self.state is STATE.ACTIVE:
                self.deselect()
            else: 
                self.select()
            self.initiated = False
            self.engaged = False
项目:rpi_lcars    作者:tobykurien    | 项目源码 | 文件源码
def handleEvents(self, event, fpsClock):
        if event.type == pygame.MOUSEBUTTONDOWN:
            # Play sound
            self.sound_beep1.play()

        if event.type == pygame.MOUSEBUTTONUP:
            if (not self.layer2[0].visible):
                for sprite in self.layer1: sprite.visible = False
                for sprite in self.layer2: sprite.visible = True
                Sound("assets/audio/enter_authorization_code.wav").play()
            elif (self.pin_i == len(str(self.pin))):
                # Ran out of button presses
                if (self.correct == 4):
                    self.sound_granted.play()
                    from screens.main import ScreenMain
                    self.loadScreen(ScreenMain())
                else:
                    self.sound_deny2.play()
                    self.sound_denied.play()
                    self.reset()

        return False
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if self.show_msg == False:
            if event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN:
                lhv = len(self.home_square.value)
                self.changed_since_check = True
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        self.home_square.value = self.home_square.value[0:lhv - 1]
                elif not self.board.grid[4][18]:
                    char = event.unicode
                    if len(char) > 0 and lhv < 2 and char in self.digits:
                        self.home_square.value += char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
            elif event.type == pygame.MOUSEMOTION and self.drag:
                if self.board.grid[4][18]:
                    self.home_square.value = ""
                    self.home_square.update_me = True
            elif event.type == pygame.MOUSEBUTTONUP:
                for each in self.board.units:
                    if each.is_door is True:
                        self.board.all_sprites_list.move_to_front(each)
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if self.show_msg == False:
            if event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN:
                lhv = len(self.home_square.value)
                self.changed_since_check = True
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        self.home_square.value = self.home_square.value[0:lhv - 1]
                elif not self.board.grid[4][16]:
                    char = event.unicode
                    if len(char) > 0 and char in self.digits:
                        self.home_square.value = char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
            elif event.type == pygame.MOUSEMOTION and self.drag:
                if self.board.grid[4][16]:
                    self.home_square.value = ""
                    self.home_square.update_me = True
            elif event.type == pygame.MOUSEBUTTONUP:
                for each in self.board.units:
                    if each.is_door is True:
                        self.board.all_sprites_list.move_to_front(each)
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if self.show_msg == False:
            if event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN and not self.correct:
                lhv = len(self.home_square.value)
                self.changed_since_check = True
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        self.home_square.value = self.home_square.value[0:lhv - 1]
                else:
                    char = event.unicode
                    if (len(char) > 0 and lhv < 5 and char in self.digits):
                        self.home_square.value += char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True

            elif event.type == pygame.MOUSEBUTTONUP:
                self.home_square.update_me = True
                if self.board.active_ship == self.home_square.unit_id:
                    self.home_square.perm_outline_width = 5
                    self.home_square = self.ans_h
                    self.board.active_ship = self.home_square.unit_id
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        # TO DO
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            self.mouse_dn = True
        elif event.type == pygame.MOUSEBUTTONUP and event.button == 1 and self.mouse_dn:
            self.menu.active_cat = self.cat_id
            if self.menu.active_cat_o is not None:
                if self.menu.active_cat_o != self:
                    self.menu.active_cat_o.deactivate()
            self.activate()

            self.menu.mainloop.redraw_needed[1] = True
            self.menu.mainloop.redraw_needed[2] = True

        elif event.type == pygame.MOUSEMOTION:
            self.on_mouse_over()
项目:Peppy    作者:project-owner    | 项目源码 | 文件源码
def handle_event(self, event):
        """ Slider event handler

        :param event: event to handle
        """
        if not self.visible:
            return
        mouse_events = [pygame.MOUSEBUTTONUP, pygame.MOUSEBUTTONDOWN, pygame.MOUSEMOTION]        
        if getattr(event, "source", None):
            self.event_source_local = False
        else:
            self.event_source_local = True        

        if event.type in mouse_events:
            pos = event.pos        
            if not self.bounding_box.collidepoint(pos):
                return            
            self.mouse_action(event)
        elif event.type == USER_EVENT_TYPE:
            self.user_event_action(event)
项目:Peppy    作者:project-owner    | 项目源码 | 文件源码
def mouse_action(self, event):
        """ Mouse event handler

        :param event: event to handle
        """
        pos = event.pos

        if self.selected and not(self.last_knob_position < pos[0] < self.last_knob_position + self.knob_width and pos[1] > self.bounding_box.y) and event.type != pygame.KEYUP:
            return

        button_press_simulation = getattr(event, "p", None)

        if event.type == pygame.MOUSEBUTTONUP and self.clicked:
            self.release_action(pos)                
        elif event.type == pygame.MOUSEBUTTONDOWN and self.bounding_box.collidepoint(pos):
            self.press_action()            
        elif event.type == pygame.MOUSEMOTION and (pygame.mouse.get_pressed()[0] or button_press_simulation) and self.bounding_box.collidepoint(pos) and self.clicked:
            self.motion_action(pos)
项目:Peppy    作者:project-owner    | 项目源码 | 文件源码
def handle_command(self, d):
        """ Handles commands sent from web client 

        :param d: command object
        """

        if d["command"] == "init":
            json_data = self.screen_to_json()
            web_socket.send_message(json_data)
        elif d["command"] == "mouse":
            a = {}
            a["pos"] = (d["x"], d["y"])
            a["button"] = d["b"]
            event = None
            if d["d"] == 0:
                event = pygame.event.Event(pygame.MOUSEBUTTONDOWN, **a)
            elif d["d"] == 1:
                event = pygame.event.Event(pygame.MOUSEBUTTONUP, **a)
            elif d["d"] == 2:
                event = pygame.event.Event(pygame.MOUSEMOTION, **a)
                event.p = True
            event.source = "browser"
            thread = Thread(target=pygame.event.post, args=[event])
            thread.start()
项目:PhotoPi    作者:JulienLegrand    | 项目源码 | 文件源码
def ShowPhoto(photoFile):
    screen = pygameEngine.GetScreen()
    image = pygame.image.load(photoFile).convert()
    image = pygame.transform.scale(image, (config.WIDTH,config.HEIGHT))
    screen.blit(image, (0,0))
    pygame.display.update()
    sleep(1)
    pygameEngine.ShowNavButtons()

    i = 0
    while True:
        # get one pygame event
        event = pygame.event.poll()

        # handle events
        # Button 1 = Quit
        if (event.type == pygame.MOUSEBUTTONUP and event.button == 1) or (event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE) or GPIO.input(config.GPIO_NUMBER_BUTTON_1):
            return -1
        # Button 2 = Cycle old photos
        if (event.type == pygame.MOUSEBUTTONUP and event.button == 3) or (event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN) or GPIO.input(config.GPIO_NUMBER_BUTTON_2):
            return 1
        # Button Esc or Q = Quit keys
        if event.type == pygame.KEYDOWN and (event.key == pygame.K_ESCAPE or event.key == pygame.K_q) :
            return -1
项目:Boardgame    作者:RensMo    | 项目源码 | 文件源码
def process_events(self):
        for event in pygame.event.get():
            if event.type == VIDEORESIZE:
                self.screen = pygame.display.set_mode(event.dict['size'], HWSURFACE | DOUBLEBUF | RESIZABLE)
                print(event.dict['size'])
                self.width = event.dict['size'][0]
                self.height = event.dict['size'][1]
            if event.type == pygame.QUIT:
                return True
            if event.type == pygame.MOUSEBUTTONUP:
                if self.b1.rect.collidepoint(pygame.mouse.get_pos()):
                    self.M0 = 1
                    self.M1 = 0 
                if self.Menu1.b1.rect.collidepoint(pygame.mouse.get_pos()):
                    self.M0 = 0
                    self.M1 = 1
                if self.Menu1.b4.rect.collidepoint(pygame.mouse.get_pos()):
                    return True

            self.b1 = Button(self.width * 0.85, self.height * 0.05, self.width * 0.1, self.height * 0.05, "Menu")
            self.Menu1 = MainMenu(self.width, self.height)

        return False
项目:LovelySpace    作者:lmb753    | 项目源码 | 文件源码
def Refresh(self):
        self.ResetKeys()
        events = pygame.event.get()
        for event in events:
            if(event.type == pygame.KEYDOWN):
                self.CheckInputCache(event.key)
                self.pressed[event.key] = True
                self.keyDown[event.key] = True

                self.instantKey = event.key

            elif(event.type == pygame.KEYUP):
                self.pressed[event.key] = False
                self.keyUp[event.key] = True

            elif(event.type == pygame.MOUSEBUTTONDOWN):
                self.pressed[self.mouseButtons[event.button-1]] = True
                self.btnDown[self.mouseButtons[event.button-1]] = True

            elif(event.type == pygame.MOUSEBUTTONUP):
                self.pressed[self.mouseButtons[event.button-1]] = False
                self.btnUp[self.mouseButtons[event.button-1]] = True
项目:renpy-shader    作者:bitsawer    | 项目源码 | 文件源码
def handleEvents(self):
        self.mouse = self.get(MOUSE)

        for event, pos in self.context.events:
            self.mouse = pos

            handled = self.mode.handleEvent((event, pos))
            if not handled:
                if event.type == pygame.MOUSEBUTTONDOWN:
                    self.handleMouseDown(event, pos)
                elif event.type == pygame.MOUSEMOTION:
                    self.handleMouseMotion(pos)
                elif event.type == pygame.MOUSEBUTTONUP:
                    self.handleMouseUp(pos)

        if self.mouse:
            self.set(MOUSE, self.mouse)
项目:pygame_cards    作者:vannov    | 项目源码 | 文件源码
def process_events(self):
        """ Processes mouse events and quit event """
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.stopped = True
                self.render_thread.join()
                self.game_controller.cleanup()
                sys.exit()
            elif event.type == pygame.MOUSEBUTTONUP:
                self.process_mouse_event(False, self.is_double_click())
            elif event.type == pygame.MOUSEBUTTONDOWN:
                self.process_mouse_event(True)
项目:PyCut    作者:FOSSRIT    | 项目源码 | 文件源码
def ProcessInput(self, events, pressed_keys):
        """
        Process input from user
        Inherits from SceneBase
                Args:   self
                        events - pygame events
                        pressed_keys
        """

        for event in events:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                # Move to the next scene when the user pressed Enter
                pass

            if event.type == pygame.MOUSEBUTTONDOWN:
                for button in self.buttons:
                    button.isClicked(event)
                if self.leveling_up:
                    self.continue_button.isClicked(event)

            if event.type == pygame.MOUSEBUTTONUP:
                for button in self.buttons:
                    button.isClicked(event)
                if self.leveling_up:
                    self.continue_button.isClicked(event)

            if event.type == pygame.MOUSEMOTION:
                #for button in self.buttons:
                #    button.isHovered(event)
                if self.leveling_up:
                    self.continue_button.isHovered(event)
项目:PyCut    作者:FOSSRIT    | 项目源码 | 文件源码
def _mouseup_cb(self, widget, event):
        self.__button_state[event.button-1] = 0
        return self._mouseevent(widget, event, pygame.MOUSEBUTTONUP)
项目:mqtt-control-panel    作者:colinodell    | 项目源码 | 文件源码
def process_input(self):
        # Process touchscreen input
        from alarmpanel.button import STATE_PRESSED
        for event in pygame.event.get():
            if event.type is pygame.MOUSEBUTTONDOWN:
                pos = pygame.mouse.get_pos()
                for b in self._buttons:
                    if b.down(pos): break
            elif event.type is pygame.MOUSEBUTTONUP:
                pos = pygame.mouse.get_pos()
                for b in self._buttons:
                    if b.up(pos): pass
                    # Redraw other buttons which might be stuck in the down position
                    elif b.state == STATE_PRESSED:
                        b.set_state(STATE_DEFAULT)
项目:Physical-Image-Manipulation-Program    作者:philipptrenz    | 项目源码 | 文件源码
def wait_for_mouseclick():
    """
    Wait for the mouse click.
    Returns: Position of mouse as touple
    """
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.MOUSEBUTTONUP:
                pos = pygame.mouse.get_pos()
                return pos
项目:photobooth    作者:LoiX07    | 项目源码 | 文件源码
def handle_event(self, event):
        """ Handle events of the GUI"""
        if event.type == pygame.MOUSEBUTTONUP:
            log.debug('Received a new event: %s', str(event))
            pos = pygame.mouse.get_pos()
            self.handle_mouseup(pos)
        elif event.type == pygame.MOUSEBUTTONDOWN:
            log.debug('Received a new event: %s', str(event))
            pos = pygame.mouse.get_pos()
            self.handle_mousedown(pos)
        elif event.type == pygame.KEYDOWN:
            log.debug('Received a new event: %s', str(event))
            self.handle_key_pressed(event.key)
项目:oficina2017    作者:helioh2    | 项目源码 | 文件源码
def big_bang(inic, tela,
             quando_tick=lambda e: e, \
             frequencia=28, \
             desenhar=lambda e: pg.Surface((0,0)), \
             quando_tecla=lambda e, k: e, \
             quando_mouse=lambda e, x, y, ev: e, \
             parar_quando=lambda e: False):

    pg.init()
    estado = inic
    clock = pg.time.Clock()


    while True:

        pg.display.flip()

        if parar_quando(estado):
            print(estado)
            sys.exit(0)

        for event in pg.event.get():
            if event.type == pg.QUIT:
                print(estado)
                sys.exit(0)

            if event.type == pg.KEYDOWN:
                estado = quando_tecla(estado, event.key)

            elif event.type in [pg.MOUSEBUTTONDOWN, pg.MOUSEBUTTONUP, pg.MOUSEMOTION]:
                x, y = pg.mouse.get_pos()
                estado = quando_mouse(estado, x, y, event.type)

        estado = quando_tick(estado)

        tela.fill(COR_BRANCO)
        desenhar(estado)

        clock.tick(frequencia)
项目:PyGameWidgets    作者:EricsonWillians    | 项目源码 | 文件源码
def on_release(self, event, function, *args):
        if event.type == pygame.MOUSEBUTTONUP:
            if event.button == 1:
                if self.rect.R.collidepoint(event.pos):
                    function(*args) if args else function()
项目:PyGameWidgets    作者:EricsonWillians    | 项目源码 | 文件源码
def on_mouse_button_release(self, event, mouse_button, function, *args):
        if event.type == pygame.MOUSEBUTTONUP:
            if event.button == mouse_button:
                if self.rect.R.collidepoint(event.pos):
                    function(*args) if args else function()
项目:wargame    作者:maximinus    | 项目源码 | 文件源码
def __init__(self, text, signal, align=Align.NONE):
        # make a label of the text - but we only want the image
        label = GuiLabel(text, (0, 0, 0), (214, 214, 214)).image
        # get the contents to render themselves
        border = Resources.configs.get(self.border_config)
        image = add_border(label, border, Resources.get_image(border.image))
        rect = pygame.Rect(0, 0, image.get_width(), image.get_height())
        super().__init__(rect, image, align, False)
        self.messages = [pygame.MOUSEMOTION, pygame.MOUSEBUTTONUP, pygame.MOUSEBUTTONDOWN]
        self.highlight = self.get_highlight()
        self.normal_image = self.image
        self.signal = signal
        self.changed = False
项目:rpi_lcars    作者:tobykurien    | 项目源码 | 文件源码
def handleEvent(self, event, clock):
        handled = False
        if not self.visible:
            self.focussed = False
            return handled

        if self.groups()[0].UI_PLACEMENT_MODE:
            if event.type == pygame.MOUSEBUTTONDOWN:
                self.pressed_time = pygame.time.get_ticks()
                self.focussed = True

            if event.type == pygame.MOUSEMOTION:
                if (self.focussed and pygame.time.get_ticks() - self.pressed_time > 1000):
                    self.long_pressed = True
                    self.rect.top = event.pos[1]
                    self.rect.left = event.pos[0]
                    self.dirty = 1            

            if event.type == pygame.MOUSEBUTTONUP:
                if self.handler:
                    self.handler(self, event, clock)
                    handled = True

                if self.focussed and self.long_pressed:
                    print event.pos[1], event.pos[0]

                self.pressed_time = 0
                self.long_pressed = False
                self.focussed = False

        return handled
项目:rpi_lcars    作者:tobykurien    | 项目源码 | 文件源码
def handleEvents(self, event, fpsClock):
        if event.type == pygame.MOUSEBUTTONDOWN:
            self.beep1.play()

        if event.type == pygame.MOUSEBUTTONUP:
            return False
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONUP:
            self.active_item = self.board.ships[self.board.active_ship]
            if self.active_item.unit_id < self.shape_count:
                self.create_card(self.active_item)
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if self.show_msg == False:
            if event.type == pygame.KEYDOWN and (event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT):
                self.next_step()
            elif event.type == pygame.MOUSEBUTTONUP:
                if self.board.active_ship == self.next_step_btn.unit_id:
                    if self.cursor_pos == self.sumn1n2sl + 1:
                        self.level.next_board_load()
                    else:
                        self.next_step()
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONUP:
            for each in self.board.units:
                if each.is_door is True:
                    self.board.all_sprites_list.move_to_front(each)
            if True:  # self.data[5] == 1:
                self.auto_check()
            self.check_result()
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up

        if event.type == pygame.MOUSEBUTTONUP and event.button == 1:
            self.draw_lines()
            self.mainloop.redraw_needed[0] = True
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONUP:
            self.check_result()
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if self.show_msg == False:
            if event.type == pygame.KEYDOWN and (event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT):
                self.next_step()
            elif event.type == pygame.MOUSEBUTTONUP:
                if self.board.active_ship == self.next_step_btn.unit_id:
                    if self.current_pos + 1 > self.all_a_count:
                        self.level.next_board_load()
                    else:
                        self.next_step()
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if self.show_msg == False:
            if event.type == pygame.KEYDOWN and (event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT):
                self.next_step()
            elif event.type == pygame.MOUSEBUTTONUP:
                if self.board.active_ship == self.next_step_btn.unit_id:
                    if self.current_pos + 1 > self.all_a_count:  # if self.cursor_pos == self.sumn1n2sl+1:
                        self.level.next_board_load()
                    else:
                        self.next_step()
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONUP:
            for each in self.board.units:
                if each.is_door is True:
                    self.board.all_sprites_list.move_to_front(each)
            self.check_result()

        if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
            self.auto_check_reset()
        elif event.type == pygame.KEYUP:
            self.check_result()
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
            self.auto_check_reset()
        elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
            self.draw_lines()
            self.mainloop.redraw_needed[0] = True
            self.check_result()
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONUP:
            for each in self.board.units:
                if each.is_door is True:
                    self.board.all_sprites_list.move_to_front(each)
            self.check_result(auto=True)
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up

        if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
            self.auto_check_reset()
        elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
            self.draw_lines()
            self.mainloop.redraw_needed[0] = True
            self.check_result()
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
            self.auto_check_reset()
        if event.type == pygame.MOUSEBUTTONDOWN:
            if self.board.active_ship >= 0:
                active = self.board.ships[self.board.active_ship]
                active.image.set_alpha(150)
        elif event.type == pygame.MOUSEBUTTONUP:
            if self.board.active_ship >= 0:
                active = self.board.ships[self.board.active_ship]
                active.image.set_alpha(255)
            self.check_result()
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
            self.auto_check_reset()
        if event.type == pygame.MOUSEMOTION:
            if self.drag:
                self.swap_font_color()
            #  if self.drag and self.mouse_entered_new:
            #  self.swap_font_color()
        elif event.type == pygame.MOUSEBUTTONUP:
            self.swap_font_color()
            self.check_result()
            #  if self.drag and self.mouse_entered_new:
            #  self.swap_font_color()
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if self.ship_id < 0 and event.type == pygame.MOUSEBUTTONDOWN:
            # make it impossible to deselect the main character
            self.board.active_ship = 0
            self.ship_id = 0
            if self.moveable == True:
                pos = event.pos
                column = (pos[0] - self.layout.menu_w) // (self.layout.width)
                row = (pos[1] - self.layout.top_margin) // (self.layout.height)
                self.direction = [0, 0]
                arrow_clicked = False
                if column == self.owl_pos[0] - 1 and row == self.owl_pos[1]:
                    self.direction[0] = -1
                    arrow_clicked = True
                elif column == self.owl_pos[0] + 1 and row == self.owl_pos[1]:
                    self.direction[0] = 1
                    arrow_clicked = True
                elif column == self.owl_pos[0] and row == self.owl_pos[1] - 1:
                    self.direction[1] = -1
                    arrow_clicked = True
                elif column == self.owl_pos[0] and row == self.owl_pos[1] + 1:
                    self.direction[1] = 1
                    arrow_clicked = True

                if arrow_clicked:
                    self.check_direction_kdown()
        if (event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN) and self.moveable == False:
            self.move = False
        elif event.type == pygame.KEYUP or event.type == pygame.MOUSEBUTTONUP:
            self.highlight_color(-1)
            self.mainloop.redraw_needed[0] = True
            self.move = False
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONUP:
            for each in self.board.units:
                if each.is_door is True:
                    self.board.all_sprites_list.move_to_front(each)
            self.check_result()

        if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
            self.auto_check_reset()
        elif event.type == pygame.KEYUP:
            self.check_result()
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONUP:
            for each in self.board.units:
                if each.is_door is True:
                    self.board.all_sprites_list.move_to_front(each)
            self.auto_check()
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONUP:
            for each in self.board.units:
                if each.is_door is True:
                    self.board.all_sprites_list.move_to_front(each)
            if self.data[5] == 1:
                self.auto_check()
            self.check_result()
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if self.show_msg == False:
            if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
                self.auto_check_reset()
            if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT:
                self.home_sqare_switch(self.board.active_ship + 1)
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
                self.home_sqare_switch(self.board.active_ship - 1)
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_UP:
                self.home_sqare_switch(self.board.active_ship - self.sumn1n2sl + 1)
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN:
                self.home_sqare_switch(self.board.active_ship + self.sumn1n2sl)
            elif event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN and not self.correct:
                lhv = len(self.home_square.value)
                self.changed_since_check = True
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        self.home_square.value = self.home_square.value[0:lhv - 1]
                else:
                    char = event.unicode
                    if (len(char) > 0 and lhv < 2 and char in self.digits):
                        self.home_square.value = char
                        if self.auto_select:
                            self.home_sqare_switch(self.board.active_ship + 1)
                    else:
                        self.home_square.value = ""

                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True

            elif event.type == pygame.MOUSEBUTTONUP:
                self.home_sqare_switch(self.board.active_ship)
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONUP:
            for each in self.board.units:
                if each.is_door is True:
                    self.board.all_sprites_list.move_to_front(each)
            self.auto_check()
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONUP:
            pass
            #self.check_result(auto=True)
            #self.auto_check_reset()
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONUP:
            for each in self.board.units:
                if each.is_door is True:
                    self.board.all_sprites_list.move_to_front(each)
            self.check_result(auto=True)
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONUP:
            for each in self.board.units:
                if each.is_door is True:
                    self.board.all_sprites_list.move_to_front(each)

        if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
            self.auto_check_reset()
        elif event.type == pygame.KEYUP or event.type == pygame.MOUSEBUTTONUP:
            self.check_result()